Mesh Depth Testing

I am writing a world selection interface that involves orbiting a simple mesh from long distances away. Works great, except that all the hills in my mesh flicker terribly as the depth testing is doing a very bad job of figuring out which parts of the terrain are nearer to the camera than others. I played with different ztest values in a custom shader, but it didn’t seem to help.

What’s the best way to get depth testing working better?
And does it have anything to do with mesh quantization?

I am considering rebuilding my interface at a vastly smaller scale to see if it helps. Does anyone think that it will?

Try increasing the Near Clip plane on your camera… or make your world smaller… or both :wink:

Thanks! Simply increasing the near clip plane worked perfectly.

I didn’t realize that the depth testing units were based off the camera’s view distance.